Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Defining weapons/armor of seigers  (Read 655 times)

1v0ry_k1ng

  • Bay Watcher
    • View Profile
Defining weapons/armor of seigers
« on: May 13, 2012, 11:54:37 am »

Some questions for people who know their way around the entity raws:

Is it possible to limit a race to copper weapons? What needs to be done to do so?

Is it possible to make a race use bone or stone weapons/armor? I can put the reactions into their entity raw, so they can theoretically make the items, but they turn up with metal instead. Setting them to [wooden_armor] causes them to turn up with wooden armor, not the bone/rock I was hoping for.
« Last Edit: May 13, 2012, 11:58:05 am by 1v0ry_k1ng »
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: Defining weapons/armor of seigers
« Reply #1 on: May 13, 2012, 12:27:05 pm »

To force a certain metal on a race, you will need to remove

[PERMITTED_JOB:FURNACE_OPERATOR] this way they can't smelt ores

then give them laborless reactions that produce your desired metal bars.

For bone and stone stuff, I believe you have to disable OUT/INDOOR_WOOD and then make a tree(s) that doesn't appear anywhere (no biome) and their WOOD takes from a creature

[TREE:CREATURE_MAT:DOG:BONE]

or better yet if the above fails (which it most likely will)

   [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
      [STATE_NAME:ALL_SOLID:human bone]
      [STATE_ADJ:ALL_SOLID:human bone]
      [PREFIX:NONE]
   [DISPLAY_COLOR:7:0:1]
   [MATERIAL_VALUE:1]
   [SPEC_HEAT:1000]
   [IGNITE_POINT:10508]
   [MELTING_POINT:NONE]
   [BOILING_POINT:NONE]
   [HEATDAM_POINT:10250]
   [COLDDAM_POINT:9900]
   [MAT_FIXED_TEMP:NONE]
   [SOLID_DENSITY:500]
   [LIQUID_DENSITY:NONE]
   [MOLAR_MASS:NONE]
   [IMPACT_YIELD:200000]
   [IMPACT_FRACTURE:200000]
   [IMPACT_STRAIN_AT_YIELD:100]
   [COMPRESSIVE_YIELD:200000] cortical bone
   [COMPRESSIVE_FRACTURE:200000]
   [COMPRESSIVE_STRAIN_AT_YIELD:100]
   [TENSILE_YIELD:115000]
   [TENSILE_FRACTURE:130000]
   [TENSILE_STRAIN_AT_YIELD:100]
   [TORSION_YIELD:115000]
   [TORSION_FRACTURE:130000]
   [TORSION_STRAIN_AT_YIELD:100]
   [SHEAR_YIELD:115000] used 'bone (limb)' from wikipedia tensile strength
   [SHEAR_FRACTURE:130000]
   [SHEAR_STRAIN_AT_YIELD:100]
   [BENDING_YIELD:115000]
   [BENDING_FRACTURE:130000]
   [BENDING_STRAIN_AT_YIELD:100]
   [MAX_EDGE:1000]
   [ABSORPTION:100]
   [TREE:LOCAL_PLANT_MAT:WOOD]

then make a reaction that produces logs from these non exsistant trees.

The stone is the same way, also wood and stone weapons are only Theories
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Defining weapons/armor of seigers
« Reply #2 on: May 13, 2012, 02:30:58 pm »

Just want to say that rather then using the wood template and then modifying all of the values to those of bone you could start with the bone template and then add a few things from the wood one.

Code: [Select]
[USE_MATERIAL_TEMPLATE:WOOD:BONE_TEMPLATE]
      [STATE_NAME:ALL_SOLID:human bone]
      [STATE_ADJ:ALL_SOLID:human bone]
      [PREFIX:NONE]
      [ITEMS_WEAPON]
      [ITEMS_WEAPON_RANGED]
      [ITEMS_AMMO]
      [ITEMS_ARMOR]
      [ITEMS_SIEGE_ENGINE]
      [WOOD]
[TREE:LOCAL_PLANT_MAT:WOOD]
I don't know if it would work, but it is a simpler way of defining the exact same material as your huge block of lines.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: Defining weapons/armor of seigers
« Reply #3 on: May 13, 2012, 02:35:21 pm »

True, I left the WOOD_TEMPLATE in because I thought you couldn't add the [WOOD] tag into the material derp.

Yes for the Bone wood material go with i2amroy's
Logged